////////////////////////////////////////////////////////////////////////////////
// Filename: deferred.vs
////////////////////////////////////////////////////////////////////////////////
#include "globalConstBuffer.hlsl"
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
    float4 position : POSITION;
    float2 tex : TEXCOORD0;
	float4 color : COLOR;
};

struct PixelInputType
{
    float4 position : SV_POSITION;
    //float3 pos : POSITION;
	float2 tex : TEXCOORD0;
	float4 color : COLOR;
};


////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType vsShader(VertexInputType input)
{
    PixelInputType output;
    
    
	// Change the position vector to be 4 units for proper matrix calculations.
    input.position.w = 1.0f;

	// Calculate the position of the vertex against the world, view, and projection matrices.
	
    //output.position = mul(input.position, worldMatrix);
	//output.pos = output.position.xyz;
	
    //output.position = mul(output.position, viewMatrix);
    output.position = mul(input.position, projectionMatrix);

	// Store the texture coordinates for the pixel shader.
    output.tex = input.tex;
    
    output.color = input.color;
	

	return output;
}